Omnimaga
General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: necro on September 02, 2008, 02:31:31 am
-
A status/menu bar
(http://img.photobucket.com/albums/v491/bbensonpck/newGameBar00.png)
sept 14, 08:
(http://img.photobucket.com/albums/v491/bbensonpck/lornTitleScreen00.png)
wip title screen
(http://img.photobucket.com/albums/v491/bbensonpck/lorn_alphaScreenshot_002small.jpg) (http://img.photobucket.com/albums/v491/bbensonpck/lorn_alphaScreenshot_002.png) sept 02, 08:
About: lorn is a work in progress game currently in early development. When I have an engine error free enough to demo, I will post a small demo room.
-
Awesome ^.^
-
Looking awesome necro, I hope to see this one finished! Btw, have you released anything new (death ball or the other game)?
-
IIRC the last version of Combat ball was in late 2006, afterward he stopped working on it then decided to rewrite the engine to make lorn. I hope both games get finished though they're awesome :)
-
Oh wow that looks really sweet! Reminds me alot of Castelvania at first glance. Please post some details, Inquiring minds want to know!
-
Awesome picture necro!
I agree with Art_of_camelot, it has a real nice Castlevania look to it, I'd like to know more about this, details and such of that matter.
-
True it really reminds me Castlevania.
Btw this pic seems on a slow server, it takes ages to load x.x
-
Really? I think it's about average for me, and I'm on dial-up, yes I know dial-up :o , anyway, maybe it's your browser or computer?
-
nah it's photobucket, this host is shit, imageshack.us is much better and reliable imho. As for my connection it still sucks atm though. Since I installed my Nintendo USB connector to get wi fi on my Wii my internet dropped to like 4 mbps instead of 10 and sometimes it takes about 4 seconds before pages even start appearing. Maybe I got a virus or something though
-
Who knows? You do have an Anti-Virus don't you? If you don't, I suggest 'Avira AntiVir' or 'AVG Free 8', the only thing about Avira is it has periodic Annoying pop-ups when it starts the update process >.<
-
I have 3 actually. I'll prbly do an avast/avg/ad aware/spybot scan at one point
-
If you think you have a virus or something I'd recommenced doing it in the very near future ;)
-
right now the engine works except its very patchy and you can get caught/pulled through in walls and such and a number of other problems. I am examining solutions right now and may change the current floor system from line segments to bounding box/triangle collisions. The current method is just plainly complicated and would be prone to errors.
-
I hope you can manage to fix these bugs soon x.x, bugs are annoying to fix sometimes
btw nice avatar
-
That looks pretty cool, I'm looking forward to the demo 8)
-
thanks to nitacku for coming up with a formula for halfspace collisions, I am making progress again and should be able to get the demo done sometime soon.
-
w00t, awesome, I hope this time the demo is really coming out, I have been waiting for 2 years for that Combat Ball 0.9 demo that never got released ;.;
-
well, new screenshot: of the title as it currently looks
-
Love the type, great to see some SS...But I would love to see gameplay!
-
Man this looks sick necro, keep it up, I love the look. Sidescroller/platformers have always been a favorite of mine. What are you writing this in C/C++?
-
wow this looks so awesome, keep up the good work necro :D
-
@madskillz: its being made in gamemaker 6.1 because it cuts down on the amount of work I have to do (especialy graphics, which I haven't much experience with in c++) though it pressents its own problems.
Right now, I am redoing the collisions with a combination of rectangle checks and triangle checks. As of this post, save sloped floors and sloped ceilings (which I may not bother with if they are to much hastle) are done. That's what I'll show off in the demo I hope to have up soon. Then, I will begin cleaning up the code before I move on to the resource handler and work on my gui system some more. I hope to have the engine functional before I head back to classes.
-
Does it still run at high FPS? I remember playing some Metroid fan games with physics close to Super Metroid and as many features and it still ran quite fast for my needs (around 30 fps and it was stretched to fit my 1024x798 resolution)
-
30 fps is the minimum, it might run at 60 or have an option to do so.
-
That sounds really sweet! Do you have any enemies in the works yet? Also, what are you using to design the sprites?
-
No enemy code yet as the main collision system isn't quite done yet. They won't be implemented for a while as all the things they will have to interact with and navigate will need to be made before them. I hope to have them have much better AI than I did with combat ball (on which I learned a lot about what not to do) and have more than just simple movement/attack paterns like in metroid or castlevania.
As well, I found two of the bugs Ive been trying to deal with. I had the code that lets you jump occur after the vertical collision, so it was possible to get pulled through walls above the player, and I had been using the wrong set of collision cordinates for the vertical check which was causing some major problems. I still have a bit to do before the diagonal walls work, but I am pleased by how the system works so far as I can do some fairly neat things like make walls change dimmensions and it should be easy to let them move the player around as elevators, be slippery or sticky, etc.
-
Wow that is really cool, I cant wait to try this game out!
-
oh, I just noticed the part about the sprites. They were made mostly in paint xp (using a set of palletes I made, the pencil, and the dropper) though paint.net and gimp were used for certain bits.
-
cool, I can't wait until a demo with the tiles that were in the first screeenshot and scrolling and stuff ^^
-
Ah, it really is amazing what can be done in MS paint XD. Keep up the great sprite work!
-
Well, its been *complicated* getting the halfspace based slope detection working but it is doing that much now at least. I hope getting the player to move along and land upon the sloped floors won't be near as much of a choir, and it might be a while before I get around to softcoding the slope values but this should do for rightnow. Other than that, I beat Portal and Minerva: Metastasis and all I have to day about that is both were great game for HL2.
-
Nice, I hope you can manage to do it without too much hassle. I never worked with slopes before, I assume it must be quite hard sometimes
-
well, classes have started unfortunately so it may be a bit more till I get the demo up ;.;
-
;.; sorry to hear, I noticed a decrease it activity everywhere lately. Even page views took a huge hit
*me hopes it won't do like last time though, when the demo got postponed for 2 years and never came out*
-
Eh, it's all good. I'm sure it'll be worth the wait. :)
-
well, I finaly decided that bugs/features be damned, so I threw this togther tonight night...and I have a cold. Hopefully that will go away soon enough, but as well as my coursework and work on both the engine (which will be getting a code clean up) and editor, I am looking into getting a part time job.
yep...and I will try to post more once my sinuses stop throbbing
http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/engDemo002.exe
-
awesome! Darn you're prbly the best sprite artist on these boards O.o, and the collisions are getting better and better even if there's still a few glitches
I hope your cold goes away and that your schedule won't get too busy x.x
-
He's definitley the best sprite artist here . Only thing glitchy I could find was how the slopes are handled, sometimes the character gets stuck on a slope after I jump. Looks really goods far. Hope you feel better.
-
added a new enemy to the screenies since I haven't added anything demo wise for a while now
-
im not ready to download anything yet....
can anyone give me a synopsis on what the game actually is?
-
its just a demo of the game's movement and general graphics (before I fixed a one pixel collision error in the slopes). It will eventualy be hopefully a castlevania/steampunk styled game.
-
nice sprite art, as always :)
-
Well, in some news I finaly went about making a camera class to controll more percisely how things are drawn on screen, the size of the game window (I can finally resize it arbitrarily without a workaround), and I plan to give it some nice helper classes to, for instance, let it move as though it were on rails, let it jitter when there are explosions, etc.
Improved depth handling is a priority so as to allow the engine to have proper parralax scrolling. Further, my classes are over until january so I'll have time to work on this stuff.
-
i can't wait to see this running with parralax scrolling. WIll you have multiple background layers like in some SNES games?
-
yes that is the plan, and possibly more than just that though I won't specifiy till I can determine wether or not some of my ideas are feasable.
-
Necro, this seems so amazing! I just love the artwork and game play to match, it works so well. Please keep it up, we need amazing coders here on the forums for pcs XD
-
(Read 1334 times)
I wonder who reads it the 1337th time?
-
me (>^.^)>
-
Well, I now have parallax scrolling with the camera class, and not just for tiles. Effects, enemies, characters, etc can all be set to scroll at diffrent speeds, so enemies can move around in the background for instance. Once I get the slope bug ironed out, i will work on making a little demo of the progress made so far.
-
I'm glad to see some progress. Hopefully, working out the slopes won't give you tooo much trouble. =)
-
keep in mind, this does not reflect the art syle of the game as the bg moon, bg castlewalls, and both demon sprites are not from lorn, and will not be in lorn. This is just meant to show the parallax effect off.
demo (http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/camera%20work%2001.exe)
-
this is awesome, I can,t wait to see how it will look like in the real game
-
Holy hell thats awesome!
-
I get an error when trying to run the exe, the loading bar shows up and loads and then it displays this message:
Failed to initialize drawing surfaces. Please check that your graphics card meets minimum requirements and that your drivers are up-to-date. If your graphics card has little memory, try switching your computer to a lower resolution.
I'm running Win XP professional on a 1.29 GHZ Celeron with 1 GB RAM. The graphics card is an ATI mobile Radeon 9000 with 32mb memory. I'm currently running it in 1024 x 768 resolution.
The lower res. setting yeilds the same results.
-
hmmm, first, is direct x and driver up to date? second, check to see if hardware graphics acceleration has been set to low, and if you can set your computer to use more ram for your gpu. If those don't work, Im not sure. It could just be that game maker is very poor at handling video ram, and a 32mb config isn't enough or one of many other errors. I could try remaking the particular demo for java, but try those first.
-
It is at full acceleration. I had no trouble with your other demo so this is kinda odd. I'll fiddle with some settings tomorrow and see if I can't ge some results.
-
Did you moved to a more recent version of Gamemaker between both demos, necro? If it's the case it might be that the new one requires more ressources (the reason why some people still develop for RPG Maker 2000 and 2003 even if XP and VX are out)
-
This version has the .75 scaled tile and sprite as already scaled down, so no hardware scaling should occur. Im' not sure if this fixes it, but it might be worth trying.
http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/camera%20work%2002.exe (http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/camera%20work%2002.exe)
-
this one runs quite fine on my end too
-
There is no change in the second version and the first. I still can't get it to run. DirectX is up to date as is the driver for my graphics card. Ah well. At any rate that particular demo may not work on older (IE) crappy computers like mine. XD
-
same here. it just refuses to run.
-
this is strange, I can run it fine, I hope it's not a function that Necro added that won't work on anything other than an ATI Radeon card x.x, maybe necro could report the problem to Gamemaker community and staff?
-
It works with my integrated chipset..
-
Well, I still don't know what the problem in that regard is, though its a game maker error as opposed an error I created. I finaly came up with a fix for the slope error which was a real no brainer. The problem was i was detecting the walls in front of slopes before the slope would move you up, and simply switching the order of the horizontal and vertical movement collision checks didn't do anything. As such, the solution was simply to add an extra check during the horizontal movement for slopes before checking for walls.
-
That's cool, I hope you can manage to fix the GM problem. Maybe contact the authors or ask on their forums if they got one (or maybe a GM related forum)? It must be something to do with their software causing it to not work on all computers
-
necro, I saw the pictures you had drawn up over at MC nice work. I don't know how much if any of that pertains to lorn but they were nice and your art skills are damn good!
-
I remember he posted some more in the pixel art section over here, but I think he removed one of the pic :<
-
This?
(http://img.photobucket.com/albums/v491/bbensonpck/nguiwork01.png)
and is it just me or is mc realy dead activity wise...
-
nah it was a creepy unfinished pic or something
MC forums seemspretty dead though. Only tr1p1ea and Benryves still seems to be working on something regulary among the staff, and it appears they're still going on with the "Metroid" is not dead thing. I do hope they post some proof at least because from experience in the TI community (example: Zelda: Illusions Of The Past, by Sam Heald), when no updates are posted on a project for over 4 years, it never gets updated again afterward. And because it has been so long, even if tr1p1ea claims it's still alive, few people are gonna believe him, considering how long it has been since last update. If he just posted something implying that someone else took over the project or that there was a small update a few months ago then hope would rise again. Maybe he took over the project himself though? (but then we would have 2 more years to go at least, because he has a lot of projects right now)
But personally, I won't believe anything saying "Metroid on MC is not dead" until I saw proof, either with screenshots or updates, even if not posted by Joe. And I would know if it's a fake update, because if an old screenie was used I would recognise it.
-
I agree with you kevin, just hope tr1p will not lead us a stray...
-
Sam does work on projects occasionally, I remember him asking for people to test an official mario 2.0 build. I got in, but he never sent us anything. I do agree that MC does seems rather dead. It's sad because I did like a lot of those guys over there. As for metroid being threw idk...I occasionally work on sprites and some small coding on Cobra. That project has been inactive for a long time, but I will finish it one of these days. I got other projects to wrap up first though (*cough* MLC *cough*).
-
Who's sam O.o?
-
You remeber, Sam Heald from void productions back in the day. He made mario, subhunt, and is the infamous author of the unfinished ASM Zelda game for the Z80 series of calculators. Same guy you were talking about. ;)
*Edit* Didn't know he was still around doing stuff though... =) nice to hear.
-
oh i thought he talked about a mc staff real name. I didn't knew Sam Heald still works on projects, because 2 years ago he said he was handing away Mario 2.0 source to whoever would e-mail him for it and then he deleted his Void plan file. But today void seems official dead because they closed the messageboard and the side bar no longer works
-
Void was a great group IMO, I just hope that sam and everyone in this community can finish their legacy!
Necro: I like the GUI pics, and the artwork on MaxCoderz!
-
Thanks kalan. The gui has been particularly slow progress, though I would wage if I stopped trying to make everything i it aestheticly pleasing I would be near about done by now.
-
any progress?
-
Well, my quarter has pretty much rapped up. I am experimenting with nodes to see what sorts of things they are good for, and I have made a board game for one of my classes (I might post a bit of info on it). Right now I am making a card game for my final in that class (a snake charming game). By Wednesday, the quarter will be over and I will be making my plans for what to work on over the summer (and trying to get a job since I only have 1 class over the summer...accounting) so my activity should resume to normal without 15 credits of class to deal with.
-
Ouch, summer school sucks x.x, and I was getting worried you were gone or something, I hope your school schedule becomes less hectic soon x.x
-
Summer school...at 21? Its a college class that is particularly hard so am taking it by itself online over the summer. I should finish my CIT associates degree fall quarter and I need to figure out where I am transferring to for my bachelors. I should have some new stuff to post soon since I have been working on a few things between my coursework.
-
well this is what i meant. College is still school after all, even if it's just one class. No need to be an ass about it :P
-
I was just kidding (the internet is a hard place to show sarcasm)
-
ok, (and yeah I agree with you)
-
http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/nodeMovement.exe?ccr=4310 (http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/nodeMovement.exe?ccr=4310)
Just a little node test I made to see how well nodes work for movement. I would be willing to bet that a suprising amount of complexity could be achieved by combining this sort of an approach for moving over floors with checks for height and walls in side scrollers (this sort of movement seems perfect for fighting games for instance) and it may make it easier to sink up branching baths in 2.5D games.
As well, it will be useful in my gui for when I implement folder trees, may be useful for pathfing, and could allow for handling of physics in rigid objects.
-
mhmm I don't understand, I only see a little dot moving on lines linked by other dots, could you explain more in details?
-
Each of those dots is a node, and they each have only an x and y and the id's for other nodes. That means that the moving dot can for instance "jump" (press up) and still move between the nodes without any kind of complicated checks for things like wether or not your touching the ground, etc. Further, adding some very simple contraints some very neat behaivor should be possible.
-
well, here is an expanded demo just to show that this sort of thing is useful (I didn't bother fixing the movement bugs in the shy guy as he isn't moving with the node, but rather is moving with the platform which does move properly)
controls: up is jump, left right move, click creates node in one mode and connects two nodes in the other, space changes the mode.
http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/nodeMovement2.exe (http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/nodeMovement2.exe)
-
ok so the dots would be sort of for collision detection on floor and allow slopes to be easier to handle?
Demo looks nice btw
-
well, no. The dots are never checked for collision (the shyguy collides with both the platform that moves between the nodes and a set of invisible boxesthat make up the green cliff) and the moving platform simply moves towards the next node in the path, snapping to nodes whenever it gets within 1 pixel of them, and looping back any time a node as an end is reached. It would be possible to add nodes that can turn change their end node (like the on/off switch levels in super mario land) or have them have them act as branching or random paths splits.
Further, they could contain some more complex paramaters and act as curved paths or interact in 3D space. Also, they certainly could be used for collisions and I plan on making a demo of that soon.
-
aaah ok I understand a bit more now. You should make a demo showing pretty much everything implemented in Lorn so far at one point :D
-
_[]_
p.o -wouldn't that be a bit to fancy and complicated?
-
well I thought it would be cool, since so far almost all demos usually only showed no gameplay of anything :( but it's up to you I guess. It's just that I think after 1 or 2 years if only small demos like the previous one are still shown to public people might start getting worried about if the Lorn project is real of fake
-
Well, it could be like duke nukem forever where its been over ten years...
I will hopefully get something to show on the project in the next few weeks. I have a whole host of new things I want to try code wise first to see if substantial improvements can be made to the underlying game code.
Further, I am thinking about moving from game maker's gml to c# as it would open up a lot of possibilities. I am currently testing the drawing functionality of direct x, though opengl may also be possible in the future. I also plan to learn about xna.
-
Hoping you aren't planning to release this project in 10 years o.o
but it still looks awesome though, I guess it would be worth a few years of waiting (hoping not too long still, tho)
-
well, a little update...
I've been working on a few board games at least one of which I hope to eventualy get published (and which has some novel mechanics imo). Further, I've been doing some programming experiments and I've been trying to makes some music. Since this project is so complicated and has so many loose ends, I think I'll probably pick up some of my older, simpler projects and try to get a few of them done since I lack completed projects. I find I keep coming up with new things I want to do, and as such I never finish the old so hopefully I can break the habbit over the summer.
Eventualy, I plan to cut down some of the things from Lorn that haven't ever worked well and get cracking on getting more game content, levels, and enemies done. Things like paralax scrolling and lighting, while suported by the code, may get cut if they seem to be takeing up to much time to implement well.
-
Electronic board game or real board game? Interesting. Could you show pics or something?
As for comp project, I would suggest to try to stick to a project but when it gets too hard, try to move to another (alerady under progress) to clear your mind and come back later at the hard one afterward. Sometimes we need breaks from certain projects.
-
Actual board games with paper bits and glass stones for units and such (a shot of one of the player cards, though they don't print nearly that well)
(http://img.photobucket.com/albums/v491/bbensonpck/tacticianCardG.png)
As well, I am thinking graphically that itd be nice to use segmented sprites for animation like the more modern castlevania's do. For instance, this enemy is made out of several parts layered on each other since it seem animation would be far easier this way.
(http://img.photobucket.com/albums/v491/bbensonpck/orcthing.png)
-
looks nice :)
-
(http://img.photobucket.com/albums/v491/bbensonpck/leatherGolem00.png)
Leather Golem (minus smoke effect), again made of several parts
-
i like it ^^
can you make these animated, like when walking around and facing multiple direction?
-
Eventually, I plan to make some scripts handle animations with these and a program to actually make the animations, but I haven't found the time yet. The way it would work is using a node system like that shy guy demo I posted a while back, each part of the object would have a sprite that has a rotation, frame, etc as well as a coordinate, and then on any number of points on it, other sprite sections could be attached. So for instance, the golem's head and chest are one piece, the shoulders, upper arms, and torso connect to it, then they have parts connected to them, etc. so that a breathing animation would involve simply moving the sprites around for instance.
-
Well, the program I was talking about is coming along. Actually making the gui portion might be a nuisance. but the underlying stuff is working (animation is achieved by snapping nodes to other nodes and by being able to rotate and move node pairs, sort of like bones and joints). It might be possible to some fairly fancy things like physics and wind and such, but those are down the line. Right now, I want to get that golem walking around :).
-
I really like this idea. WIth each parts of the body being separate this could be useful for the making of some RPG where you create your character at the beginning
-
http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/SpriteNodes00.exe (http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/SpriteNodes00.exe)
controls: A/S: rotate limb section. Z/X rotate lower limb section. Arrows: move
This is just a proof of concept, making an actual program to 'make' these is probably a bit much...but at least its progress.
-
Wow this is impressive, how many articulations could a huge boss have before slowing down too much? I am curious if bosses like Rydley in Super Metroid could be possible
-
The number of draw routines would peak well before the number of nodes, rods and constraints would so a Ridley styled boss could be done.
-
O.O that would be so awesome! This is looking and sounding excellent!
-
well, another random neat effect...
(http://img.photobucket.com/albums/v491/bbensonpck/surfTransEffect00.png)
This is a alpha mask on a surface. Using this, you could do things like distortions, portals like effects (this image), mirrors, heat waves, etc.
-
one word !NICE!
-
O.O
OMG! WOw that's fucking great! Is it slow? It would look very cool in use for RPGs for example if someone got a dream or for magic animations
-
Not slow, its just using a surface (a rgba space to draw to) and after you draw to it, I strip the alpha from it, then draw in add mode with all of the channels empty other than alpha so only it gets drawn. It actually took me a few hours to get this to work since I'm not that familiar with direct x drawing routines.
-
well, another random neat effect...
(http://img.photobucket.com/albums/v491/bbensonpck/surfTransEffect00.png)
This is a alpha mask on a surface. Using this, you could do things like distortions, portals like effects (this image), mirrors, heat waves, etc.
Golden Sun 1 screenie. If my memory serves well, that is little Isaac and his mom on the start.
-
Oh! Now that I see this again, make sure to not use any Golden Sun-related stuff inside your games/projects (that goes for everyone) ever. Remember Camelot (the company producing Golden Sun games) is as bad as Texas Instruments about copyrights, altough maybe slightly less worse, but bad enough to have sent a cease and desist letter to one of our old Omnimaga staff in 2005 who was making a TI Golden Sun game
-
It was just a test, I always use my own resources so as to not have to wory about it
-
Well, I got my first test of drawing to work in vb.net. Yay.
-
Nice ^^